TABLE OF CONTENTS INTRODUCTION

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2 TABLE OF CONTENTS INTRODUCTION 5 INNER SPHERE VEHICLES 6 Utility Vehicles 8 Mantis Light Attack VTOL 10 Heavy Armored Personnel Carriers 12 Hawk Moth Gunship 14 Pinto Attack VTOL 16 Chevalier Light Tank 18 Gladius Medium Hover Tank 20 Light SRM Carrier 22 Myrmidon Medium Tank 24 Heavy LRM Carrier 26 Schiltron 28 Demolisher II Heavy Tank 30 CLAN VEHICLES 32 Shamash Reconnaissance Vehicle 34 Asshur Artillery Spotter 36 Odin Scout Tank 38 Donar Assault Helicopter 40 Mithras Light Tank 42 Anhur Transport 44 Indra Infantry Transport 46 Svantovit Infantry Fighting Vehicle 48 Zorya Light Tank 50 Ares Medium Tank 52 Epona Pursuit Tank 54 Hachiman Fire Support Tank 56 Ku Wheeled Assault Tank 58 Oro Heavy Tank 60 Ishtar Heavy Fire Support Tank 62 Athena Combat Vehicle 64 Huitzilopochtli Assault Tank 66 Mars Assault Vehicle 68 INNER SPHERE BATTLEMECHS 70 Cossack 72 Kabuto 74 Duan Gung 76 Eagle 78 Arctic Fox 80 Garm 82 Initiate 84 Sentry 86 Beowulf 88 Bishamon 90 Cobra 92 Blitzkrieg 94 Enforcer III 96 Buccaneer 98 Marshal 100 Men Shen 102 Helios 104 Ti Ts ang 106 Yeoman 108 JagerMech III 110 Jinggau 112 Barghest 114 Shugenja 116 Toyama 118 Black Watch 120 Tai-sho 122 Viking 124 Yu Huang 126 Hauptmann 128 Sirocco 130 CLAN BATTLEMECHS 132 Snow Fox 134 Commando IIC 136 Icestorm 138 Mandrill 140 Pack Hunter 142 UrbanMech IIC 144 Cougar 146 Arctic Wolf 148 Clint IIC 150 Corvis 152 Great Wyrm 154 Wyvern IIC 156 Stalking Spider 158 Ursus 160 Stooping Hawk 162 Matador 164 Predator 166 Fire Scorpion 168 Ha Otoko 170 Guillotine IIC 172 Nova Cat 174 Orion IIC 176 Canis 178 Thunder Stallion 180 Blood Asp 182 Highlander IIC 184 PROTOMECHS 186 Harpy 192 Siren 193 Satyr 194 Centaur 195 Hydra 196 Roc 197 Gorgon 198 Minotaur 199 2

3 CREDITS CREDITS Design Randall N. Bills Dan Flake Grendell Chris Hartford Bryan Nystul Writing Herbert Beas Randall N. Bills Hugh Browne Loren L. Coleman Dan Flake Grendell Chris Hartford Christopher Hussey Patrick Kirkland Bryan Nystul Christoffer Bones Trossen Product Development Randall N. Bills Bryan Nystul Product Editing Tara Gallagher Sharon Tuner Mulvihill Diane Piron-Gelman BattleTech Line Developer Bryan Nystul Editorial Staff Editorial Director Donna Ippolito Managing Editor Sharon Tuner Mulvihill Associate Editors Diane Piron-Gelman Robert Boyle Tara Gallagher Production Staff Art Director Jim Nelson Cover Art Doug Chaffee Graphic Design Jim Nelson and John Bridegroom Illustrations Doug Chaffee Kevin Long Mathew Plog Brian Snoddy Franz Vohwinkel Original Nova Cat Graphic Creation Lex Story Layout John Bridegroom Playtesters Randall N. Bills, David Briedis, Frank Crull, Dan Flake Grendell, Craig Gulledge, Chris Hartford, Lewis Helfer, James Lillian, Luke Miller, Bryan Nystul, Richard Raisley, Chris Raisley. Austin Playtest Group: Charles Bellamy, Chris Chapa, Marty Davis, Mitchel Elstrom, Kevin Hambel, Cody Hammock, Greg Hazel, Clint Hill, Robby Houser, Robert Koefed, Adam Parker, Jeff Webb. Group W: Andrew Bethke, James W. Moorman, Jr., Robert G. Kranker, Edward C. Witzlib. The Singapore Longshoremen: Harry Andrew Collis, Tom Evans, John Kielman, Andy Lichey, Frank Lutovsky, Derek Manchester, Nicholas Marsala, Rick Remer, Rick Seidl, Chris Smith, Christoffer Bones Trossen. Steel City MechWarriors: Dave Barton, Jeff Boggess, Rich Cencarik, Bob Cook, Rich Darr, Jeff George, Brian Golightly, Scott Jamison, Christopher Keegel, Stephen Kuhn, Josh Shaffer, Ed Suchacek, Stephen Watts. Wounds Unlimited: Dave Carlson, Christopher Hussey, Shayne Schelinder, Paul D. Thompson. CATALYST GAME LABS REPRINT Project Development Randall N. Bills BattleTech Line Developer Herbert A. Beas II Production Staff Art Director Brent Evans Cover Art Alex Iglesias Cover Design Matt Heerdt BattleTech Logo Design Shane Hartley, Steve Walker and Matt Heerdt Layout Alicia Heerdt and Matt Heerdt Proofers Rich Cencarik, Ken Horner, Luke Robertson, Chris Wheeler, Chris Smith, Peter Smith, Johannes Heidler, Joshua Franklin and Joel Bancroft-Connors WizKids, Inc. All Rights Reserved. BattleTech Technical Readout: 3060, Classic BattleTech, BattleTech, Mech, BattleMech, ProtoMech, MechWarrior and WK Games logo are registered trademarks and/or trademarks of WizKids, Inc in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Corrected Sixth Printing. First Printing by Catalyst Game Labs. Printed in Canada. Published by Catalyst Game Labs, an imprint of InMediaRes Productions, LLC PMB st Ave NE G701 Lake Stevens, WA FIND US ONLINE: Precentor_martial@classicbattletech.com ( address for any Classic BattleTech questions) (official Classic BattleTech web pages) (Catalyst web pages) (online ordering) 3

4 INTRODUCTION It is ironic that in their rabid desire to conquer us and forge a new Star League, the Clans forced the Inner Sphere to create the only thing that could save us a new Star League. With the stroke of a pen, the Great House leaders achieved what they had failed to accomplish through force of arms. The combined might of the Inner Sphere united under the banner of the Star League moved like a whirlwind into the Smoke Jaguar occupation zone, sweeping the Jaguar forces before them. In four short months, they reclaimed what most had thought lost forever: forty-four worlds occupied by the Clans. Hoping to deal the final blow to the already wounded Jaguars, Archon-Prince Victor Steiner-Davion, along with Precentor Martial Anastasius Focht and many others, led a multinational force in a far-ranging strike against Clan Smoke Jaguar s homeworld, Huntress. More than a year has passed since their departure, but my calculations indicate that the task force should already be returning to the Inner Sphere. I can conceive of no other outcome but that they will return. All has not been quiet in their absence. The Inner Sphere united to annihilate an entire Clan, but the Star League alliance is troubled at best. First Lord Sun-Tzu Liao is using his position to expand his realm. Tension brewing between the Federated Commonwealth and Lyran Alliance seems certain to erupt into a full-scale war between two of the most powerful Houses in the Inner Sphere. In addition, four Clans still hold more than one hundred fifty worlds. All of this has spurred the military designers and manufacturers of the Inner Sphere to new heights of innovation. In my 3058 report, I noted that the Draconis Combine had begun to field its own OmniMechs. As you will note in this latest report, all the Houses save the Federated Commonwealth are currently constructing and fielding OmniMechs. (House Davion s lack of progress in this area must be attributed to Prince Victor s preoccupation with the Clans and recent absence.) Perhaps even more startling is the abundance of new weapon systems appearing in Inner Sphere Mechs and vehicles. Though most of this technology has been re-engineered from captured Clan technology, several weapon systems are unique to the Inner Sphere, attesting to the drive and ingenuity of Inner Sphere scientists. Many are proclaiming that the resurrected Star League will bring back the prosperity and peace of days gone by, but I have my doubts. With the Inner Sphere (and Clans) producing more Mechs and introducing new technologies for military use faster than ever before, I can only assume that continued war will result. As always, I wish to thank the legions of ComStar personnel whose observations and painstaking research make up this report. All our efforts would be in vain without their aid. Additionally, I pray for a speedy return of our forces. All I can do is entrust this report to our Explorer Corps, and hope that their HPG transmission will find my good friend Pascal and our Precentor Martial in good health and on their way home. Merle Jimmus Demi-Precentor VII-Sigma ComStar Archives, Terra 1 November

5 INTRODUCTION Per the order of the Precentor Martial, I have compiled a report of the current military hardware that has become available to both the Clans and Inner Sphere forces since our last report. My team and I have spent countless hours decoding a wealth of captured Smoke Jaguar military files. Though many of the files were corrupted, we have successfully pieced together our first look at Clan military documentation. Production facilities, structural components, weapon series all have finally fallen into our hands. Additionally, we have information on many of the second-line Mechs that have not yet been seen in the Inner Sphere, as well as Clan vehicles. We have also painstakingly compiled as much information as possible about the new ProtoMechs fielded against Task Force Serpent by the Smoke Jaguars. I personally doubt we will ever field Inner Sphere ProtoMechs. First, the enhanced imaging (EI) technology required to pilot a ProtoMech is proving extremely difficult to duplicate. Second, and perhaps more important, are the psychological requirements of the ProtoMechs: invasive surgery for the EI implants, plus complete sensory deprivation and total personality submersion when piloting the ProtoMechs. Clansmen, who are born and raised warriors, can easily adapt to such extreme conditions. Most Inner Sphere warriors would simply not submit to or survive that type of trauma. This knowledge remains valuable, however; for though the Smoke Jaguars are no more, the other Clans are most likely already involved in Trials of Possession for this new technology, and ProtoMechs will surely soon appear in their toumans. I recently received a report from Demi-Precentor Merle Jimmus transmitted to our convoy by the Explorer Corps via our HPG system on the current status of the Inner Sphere, which I have included in this report. I have always considered Jimmus remarkably gifted at reading and extrapolating from current events in the Inner Sphere; we should heed his warnings, so that we are not surprised at the state of affairs when we return home. Finally, I must humbly thank the Precentor Martial for all his support and assistance. That my work has been of some use to our forces and our Inner Sphere allies is of great comfort to me. Additionally, I humbly thank the Precentor Martial for thinking me worthy of promotion to the rank of Precentor. I pray that this report is worthy of my new station. Jared Pascal Precentor I-Omega Deep Periphery 7 December

6 HAWK MOTH GUNSHIP Mass: 25 tons Movement Type: VTOL Power Plant: Michaelson 60 ICE Cruising Speed: 86 kph Maximum Speed: 130 kph Armor: StarSlab/5 Ferro-Fibrous Armament: 1 Imperator Light Gauss Rifle Manufacturer: Michaelson Heavy Industries Primary Factory: Ruchbah Communications System: Garret Supremesound Targeting and Tracking System: Garret D2j Overview In 3058, Michaelson Heavy Industries unveiled a revolutionary new type of VTOL: the Yellow Jacket gunship. Throwing aside conventional wisdom, which dictated that VTOLs should mount numerous small-caliber weapons, the Yellow Jacket mounted a single weapon a massive Gauss rifle. The logic behind this vehicle was that the incredible firepower and long range of the Gauss rifle, combined with the natural agility of a VTOL, could combine to produce a deadly firing platform. The Yellow Jacket s spectacular successes against Clan Smoke Jaguar during Operation Bulldog validated this design and made it one of the most sought-after VTOLs on the field today. With such success supporting their efforts, it was only natural that the design team at Michaelson Heavy Industries would take the opportunity to experiment with the new light Gauss rifle produced by Imperator Automatic Weaponry of Atreus in the Free Worlds League. Imperator proved quite willing to sell the new weapon to Michaelson, their only stipulation for the sale being a contract under which Michaelson would ship the first Hawk Moths off the production line to the Free Worlds League. Because the new, lighter gunship was based on an already proven model, Michaelson s team enjoyed the luxury of taking numerous design shortcuts, and so production is already underway. Capabilities Like the Yellow Jacket gunship, the Hawk Moth gunship is built around a single weapon, the new light Gauss rifle. Though the light Gauss offers considerably less firepower than the standard Gauss, its increased range makes it one of the farthest-firing weapons among both the Inner Sphere and Clans, able to strike at a staggering 750 meters. Additionally, the light Gauss carries twice as much ammo as the standard rifle for the same weight an important selling point, especially considering that one of the first Yellow Jacket variants stripped off a ton of armor to add more ammo. The primary design mounts two tons of ammo for the light Gauss, giving the vehicle unmatched staying power on the battlefield. Another significant feature is the Hawk Moth s maximum speed of 130 kph, a significant jump from the much slower 97 kph maximum of the Yellow Jacket. This additional speed and maneuverability proved in field tests to significantly increase the Hawk Moth s survivability. Opponents of the design cite its relative lack of armor as a serious liability, especially when compared to the Yellow Jacket or even the Cavalry Attack helicopter, both of which can survive a direct hit by a Clan particle projector cannon. Deployment The first production run of the Hawk Moth, per the contract between Imperator and Michaelson, was shipped in its entirety to the Free Worlds League, where it has been assigned to several regiments of the Free Worlds Legionnaires. However, much to Michaelson s pleasure, every military in the Inner Sphere has already placed orders for this new design. Variants The only Hawk Moth variant, which is currently being field tested, sheds a ton of ammo and adds armor, increasing the VTOL s protection by almost 80 percent. 14

7 HAWK MOTH GUNSHIP Type: Hawk Moth Gunship Technology Base: Inner Sphere Movement Type: VTOL Tonnage: 25 Battle Value: 492 Equipment Mass Internal Structure: 2.5 Engine: 60 3 Type: ICE Cruising MP: 8 Flank MP: 12 Heat Sinks: 0 0 Control Equipment: 1.5 Lift Equipment: 2.5 Power Amplifier: 0 Armor Factor: Armor Value Front 8 R/L Side 6/6 Rear 3 Rotor 2 Weapons and Ammo Location Tonnage Light Gauss Rifle Front 12 Ammo (Light Gauss) 32 Body 2 15

8 EPONA PURSUIT TANK Mass: 50 tons Movement Type: Hover Power Plant: Fusion 215 Cruising Speed: 97 kph Flanking Speed: 150 kph Armor: Compound VM20 Ferro-Fibrous Overview Clan Hell s Horses maintains a high regard for the usefulness of conventional forces, and as such are the only Clan to manufacture and deploy the Epona. Other Clans consider the pod technology wasted on conventional vehicles, but the Horses, who regularly use vehicles in front-line roles, have enjoyed the benefits of the flexibility of this design for more than seventy years. Though the success of the Epona might have been expected to prompt the design and production of more OmniVehicles, the Clanwide bias toward BattleMech supremacy even among the Horses prevents expansion of this concept. The Epona remains the only vehicle of its kind in use among the Clans. Capabilities Based on the heaviest hovertank chassis possible in order to achieve maximum speed potential and structural integrity, the Epona is purpose-built as a recon and pursuit craft, very similar in design to the Dragoons Bandit hovercraft (likely an offshoot of the Epona). The major difference between the two is that the Epona mounts roughly half the armor of the Bandit, but carries more than double the pod space. Armament: 17 tons pod space (maximum of 10 tons in turret) Manufacturer: Niles Industriplex Alpha Communications System: Build 1700/5 Tacticom Targeting and Tracking System: Series XL FWS The primary configuration of the Epona reflects the favored attack mode of Clan Hell s Horses by employing an effective mix of pulse lasers and SRMs. The next most common Epona configuration features twin turret-mounted LRM-20s, supported by a pair of forward-fixed extended-range medium lasers. Apparently meant as a heavy artillery-support unit, this version also features target acquisition gear to spot for even heavier artillery units after first softening up the target with its own weapons. The Epona s B and C configurations favor engagements in relatively open terrain, featuring a single, massive weapon backed up by shortrange missiles. The C configuration adds an ECM array and features TAG. The modular technology that makes these variations possible does create one minor problem for Epona crews. The roles of driver, gunner and commander, usually specialized in other vehicles, become less distinct in the Epona, as each crew member s duties can change with the weapons load. For this reason, the controls at each station in this vehicle are easily programmable for all possible tasks to make transitions between roles easier. Still, new crews must drill for weeks in the proper use of an Epona before taking it into the field. Deployment Hell s Horses is the only Clan to use the Epona, despite its relatively long career in service. As with OmniMechs, Eponas are considered frontline units, meant for the most elite of warriors, and are concentrated in the Clan s primary Galaxies. Type: Epona Pursuit Tank Technology Base: Clan Movement Type: Hover Tonnage: 50 Battle Value: 1,477 Equipment Mass Internal Structure: 5 Engine: Type: Fusion Cruising MP: 9 Flank MP: 14 Heat Sinks: 10 0 Control Equipment: 2.5 Lift Equipment: 5 Power Amplifier: 0 Turret: 1 Armor Factor: 96 5 Armor Value Front 21 R/L Side 20/20 Rear 18 Turret 17 54

9 EPONA PURSUIT TANK Weapons and Ammo Location Tonnage Primary Configuration 4 Medium Pulse Lasers Turret 8 Streak SRM 4 Turret 2 Ammo (Streak) 25 Body 1 6 Heat Sinks Body 6 Configuration A LRM 20 Turret 5 Ammo (LRM) 12 Body 2 LRM 20 Turret 5 Ammo (LRM) 12 Body 2 2 ER Medium Lasers Front 2 TAG Front 1 Battle Value: 1,976 Configuration B Ultra AC/10 Turret 10 Ammo (Ultra) 20 Body 2 2 Streak SRM 4 Front 4 Ammo (Streak) 25 Body 1 Battle Value: 1,255 Configuration C ER PPC Turret 6 Streak SRM 6 Turret 3 Ammo (Streak) 15 Body 1 5 Heat Sinks Body 5 ECM Suite Body 1 TAG Front 1 Battle Value: 1,563 55

10 TSG-9H TI TS'ANG Mass: 60 tons Chassis: SL Special Power Plant: Hermes 360 XL Cruising Speed: 65 kph, 76 kph w/triple-strength Myomer Maximum Speed: 97 kph, 119 kph w/triple-strength Myomer Jump Jets: Chevron I Jump Capacity: 180 meters Armor: Durallex Heavy Armament: 5 Diverse Optics Extended Range Medium Lasers 4 Diverse Optics Extended Range Small Lasers Manufacturer: Ceres Metals Industries Primary Factory: Capella Communications System: CeresCom Model 21-Rs Targeting and Tracking System: C-Apple Churchill Overview At the end of the Fourth Succession War, the Capellan Confederation had lost half its worlds to aggressors. Of the more than 150 Capellan regular and mercenary battalions at the beginning of the war, 65 had been utterly destroyed and an additional 46 had been captured or had defected. In capturing such a large swath of Capellan territory, the Armed Forces of the Federated Suns juggernaut had destroyed that nation s pride in itself. When Sun Tzu Liao assumed the Celestial Throne in 3052, he immediately began several programs to restore the Confederation s reputation as a powerful nation, not only in the eyes of the other Great Houses, but also in the hearts of its own citizens. The latest and most important of these programs is the Xin Sheng movement, meaning new birth. Capitalizing on his position as First Lord of the new Star League, Sun-Tzu Liao has begun to preach manifest destiny among his people. To aid in this endeavor, Sun-Tzu recently commissioned a series of new BattleMechs intended to epitomize the essence of House Liao. The first of these designs has overt tones of Chinese design worked into the armor of the Mech, similar to Draconis Combine Mechs that clearly display Japanese workmanship. Chancellor Liao named the new design Ti Ts ang King of the Earth s Womb and the lord of Yen-Lo-Wang. Capabilities The Ti Ts ang is the Capellan Confederation s first attempt at a Mech equipped with a weapon designed for hand-to-hand combat: an ax. With the success of such new designs as the Scarabus, Nightsky and Berserker as well as the older Hatchetman and Axman BattleMechs, Chancellor Liao wished to create a Mech along the same lines for his own military. Relying heavily on weapons purchased from the Free Worlds League, the Ti Ts ang mounts a plethora of extended-range medium and small lasers that give it a blistering fusillade of firepower at short ranges. The Confederation may have problems purchasing these weapons, however, as relations between it and the Free Worlds League deteriorate. The most stunning feature of the new Mech is the inclusion of triple-strength myomer, a technology pioneered by the Federated Suns. In his speech announcing the debut of this Mech, Sun-Tzu said, It is time we overcame our fear of symbols from the past. That we were tricked into using defective myomer during the Fourth War is common knowledge. That it aided in our most ignominious defeat is recorded in every Great House s history books. With this BattleMech, we conquer the demon of failure and show our enemies that we have the will to use any tool available to fulfill our destiny. Deployment The first Ti Ts angs were delivered to Capellan units stationed on the border of the St. Ives Compact. One was also presented to the Fourth Tau Ceti Rangers, a mercenary unit that recently became a Capellan Confederation House unit. Variants The only variant currently in use stems from the Ti Ts ang s lack of long-range weapons. The 9J variant removes an extended-range medium laser from each torso, two ER small lasers from the left arm, the TAG and one double heat sink to free up tonnage for an ER large laser mounted in the center torso. 106

11 TSG-9H TI TS'ANG Type: Ti Ts ang Technology Base: Inner Sphere Tonnage: 60 Battle Value: 1,841 Equipment Mass Internal Structure: Endo Steel 3 Engine: 360 XL 16.5 Walking MP: 6 (7) Running MP: 9 (11) Jumping MP: 6 Heat Sinks: 13 [26] 3 Gyro: 4 Cockpit: 3 Armor Factor: Internal Armor Structure Value Head 3 9 Center Torso Center Torso (rear) 9 R/L Torso R/L Torso (rear) 6 R/L Arm R/L Leg Weapons and Ammo Location Critical Tonnage Hatchet RA ER Medium Lasers RT ER Medium Lasers LT 2 2 ER Medium Laser LA ER Small Lasers LA 4 2 TAG CT 1 1 Triple-Strength Myomer LT/RT 6 0 Jump Jets LL 2 2 Jump Jet LT 1 1 Jump Jet RT 1 1 Jump Jets RL

12 NOVA CAT Weapons and Ammo Location Critical Tonnage Primary Weapons Configuration 3 ER Large Lasers LA Double Heat Sinks LA Double Heat Sinks LT Double Heat Sinks RT ER PPC RA Double Heat Sinks RA 4 2 Alternate Configuration A 2 ER Large Lasers LA Double Heat Sinks LA 8 4 Jump Jets LT Double Heat Sinks LT 8 4 Jump Jets RT 2 2 Targeting Computer RT Double Heat Sinks RT ER Large Lasers RA Double Heat Sinks RA 8 4 Battle Value: 2,629 Alternate Configuration B 3 LRM 15 LA Ammo (LRM) 40 LT 5 5 ER Medium Laser LT Double Heat Sinks LT 4 2 Ammo (LRM) 40 RT 5 5 ER Medium Laser RT Double Heat Sinks RT LRM 15 RA Double Heat Sink RA 2 1 Battle Value: 2,492 Alternate Configuration C 2 Large Pulse Lasers LA 4 12 Ammo (Ultra) 40 RT 2 2 Ammo (LB-X) 40 RT 2 2 Double Heat Sink RT Ultra AC/5 RA 6 14 LB 5-X AC RA 4 7 Battle Value: 1,944 Alternate Configuration D LB 10-X AC LA 5 10 Heavy Large Laser LA 3 4 Double Heat Sink LA 2 1 Ammo (LB-X) 10 LT 2 2 Targeting Computer LT 5 5 Double Heat Sink LT Double Heat Sinks RT Heavy Large Lasers RA Double Heat Sinks RA 4 2 Battle Value: 2,

13 CLAN BATTLEMECHS CLAN PROTOMECHS Of all the sections in this report, I fear that this debriefing has the most long reaching consequences. For the past few months my team and I have feverishly poured over the Smoke Jaguar military files that Task Force Serpent liberated from Huntress. Although we gleaned valuable information about Clan production of Mechs and vehicles, we failed in the area of the Clan military unit called the ProtoMech so much about them is still unknown. Most of the information we obtained was from first-hand accounts of MechWarriors who faced them in the field, as well as from a handful of actual ProtoMechs recovered by the Northwind Highlanders. What little information we recovered from the Jaguar files aided us in answering many of the questions being asked, but the Jaguar scientist caste was very thorough in their destruction of all military data pertaining to the ProtoMech project. Only through sheer luck and the quick thinking of Task Force Serpent personnel were we able to salvage the information we have. The largest section we decoded, almost intact, was the history. I can only assume that the scientist caste, realizing time was short, felt that keeping the history and progress of the project from us was not as vital as destroying the component information. In this crucial area, we have no information whatsoever. What materials are used in their construction, what type of communication gear and targeting and tracking do they use, what type of power plants drive them? None of that information was recoverable. Regardless, this debriefing contains all currently available information on this new and deadly unit. As I mentioned previously, I fear this new unit for what it heralds. Although the Inner Sphere has only recently fielded Battle Armor and OmniMechs, the Clans first fielded these two technological marvels in the mid-twenty-ninth century. For almost 200 years they have been relatively stagnant in new weapon and equipment development until now. Combined with the new heavy lasers, the ProtoMechs demonstrate what the Clan scientist caste, when properly motivated, can accomplish. Jared Pascal Adept XVI-Omega Deep Periphery 27 November

14 ROC Mass: 7 tons Chassis: Standard Power Plant: 60 Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: 5 Jump Capacity: 150 meters Armor: Standard Armament: 1 Extended Range Medium Laser Manufacturer: Unknown Communications System: Unknown Targeting and Tracking System: Unknown Overview The most successful ProtoMech design to date, the Roc combines mobility, armor and firepower effectively, and can be used in a variety of attack and defense missions. Because of its ratio of mobility to firepower, the Roc forms the backbone of most ProtoMech units. Type: Roc Technology Base: Clan ProtoMech Tonnage: 7 Battle Value: 336 Equipment Mass (kg) Internal Structure: 700 Engine: 60 1,500 Walking MP: 5 Running MP: 8 Jumping MP: Heat Sinks: 5 1,250 Cockpit: 500 Armor Factor: 31 1,550 Internal Armor Structure Value Head 2 3 Torso 7 10 Main Gun 1 3 R/L Arm 2/2 4/4 Legs 4 7 Weapons and Ammo Location Mass (kg) ER Medium Laser M 1,

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